Hey all,
First ever post. Big fan of the game, and the system in general, but I have a tendency to get frustrated with some of the more abstract segments of the game. I also have something of a fixation with crafting in characters. Somewhat frustrated with the inability to create many of the existing items out of the book, I took it upon myself to put together a homebrew solution. Below is the result of several manic hours of non-stop brainstorming and typing. Hope y'all like it.
See Later Post for v2.0
Star Wars Expanded Crafting Rules:
The base rules in Star Wars allow characters to produce all manner of handmade, unique equipment. But what about pre-existing equipment? Some characters may want to make their own Backhand Shock Gloves or Armored Clothing to cut down on costs, and some equipment simply cannot be recreated with the existing crafting systems. If players wish to create equipment found in the Star Wars Role-Playing Game, use the following steps.
Step 1: Acquire Schematic
In the base system, characters work largely from universal principles and tweak basic designs in desirable ways. If a character wishes to create something specific, they will require a schematic for the item in question. A schematic can be acquired in one of two ways: by purchasing one on the open or black markets, or by reverse-engineering an existing sample.
Purchasing a schematic
works like purchasing any other piece of equipment. A schematic has a Rarity equal to the Rarity of its corresponding equipment +2. Schematics for Restricted equipment are also Restricted. The Price of a schematic is equal to 250 times its corresponding equipment’s Rarity if Unrestricted or 1,000 times its corresponding equipment’s Rarity if Restricted.
Reverse-engineering a schematic
requires a functional, undamaged sample of the equipment itself. Disassembling the equipment requires an amount of time equal to the equipment’s Craft Time and a successful Mechanics skill check with a difficulty equal to the equipment’s Craft Check. Each uncancelled Failure results in one level of damage to the equipment, requiring the character to repair it before attempting to disassemble it again. Despair coupled with a failed check destroys the equipment entirely, while a Despair on a successful check means a crucial component is irreparably damaged in the process; increase the difficulty of the following Knowledge (Education) check by 1. Additional Successes beyond the first reduce the disassembling time by two hours each (to a minimum of 1 hour). Every two uncancelled Advances generated on the disassembly check grants a Boost Die on the following Knowledge (Education) check, while every two uncancelled Threats generated inflicts a Setback Die.
After the sample has been successfully disassembled, the character must attempt a Knowledge (Education) check with the same difficulty and time as the item’s disassembly to draw up a suitable schematic. Additional Successes beyond the first reduce the time required just like in the item’s disassembly. Failure indicates the character cannot glean the necessary information from his disassembled sample, and must reassemble (treat as repairing Major damage but with no cost), then disassemble the item again. A Triumph grants some unique insight into the item’s design, reducing the difficulty of its Craft Check by 1 (to a minimum of Easy) while a Despair
upgrades
the Craft Check's difficulty once. Reduce or increase the cost of materials (see below) by 5% per uncancelled Advance or Threat respectively. Despair coupled with uncancelled Failures means that the character
believes
they have created a working schematic, but any items created with it (at the same time, difficulty, and cost) will immediately break upon their first use.
Step 2: Acquire Materials
Once a character has a proper schematic, they can acquire the materials they will need to craft the item in question. These are typically purchased, but some or all of the necessary materials may also be scavenged at the GM’s discretion. The necessary materials' price is equal to 50% of the completed item’s price, modified by the quality of the schematic. The Rarity of the materials is equal to the Rarity of the completed item -2. Materials for the construction of Restricted items are also Restricted.
Step 3: Construction
With a suitable schematic and the appropriate materials, all that is left is to construct the item itself. The character must succeed on a Mechanics check with a difficulty as shown on the table below. Single-use items (such as stimpacks, grenades, and missiles) have their Check difficulty increased by two (to a maximum of Formidable); Time remains unchanged.
Completed Item Price
Check
Time
100cR or less
Easy
2 hours
101cR to 500cR
Average
4 hours
501cR to 1,000cR
Hard
8 hours
1,001cR to 5,000cR
Daunting
16 hours
More than 5,000cR
Formidable
1 day (24 hours)
At the GM’s discretion, particularly simple or complex items (such as a Truncheon or Disruptor) may be treated as one step more or less expensive for the purposes of determining the Check (minimum Simple, maximum Formidable) and Time (minimum 2 hours, maximum 2 days); the actual value of the item and the cost of its materials remain unchanged.
Success indicates a fully functional item, while Failure indicates an unusable item and wasted materials. Every Success the character scores beyond the first reduces the time it takes to construct the item by 2 hours (to a minimum of 1 hour). Uncancelled Advances or Threats reduce or increase the amount of materials used by 10% each, whether or not the attempt is successful. Despair indicates an accident while the item was being constructed, causing the character to suffer a random Critical Injury. A Triumph represents a lasting familiarity with this particular design; reduce the Check difficulty by 1 (to a minimum of Simple) for all future uses of this particular schematic.
Author’s Note:
While I realize this system doesn’t make it any easier to get ahold of a particular item (you must already possess a schematic, which is harder to acquire than the item itself), it may prove useful for those who wish to mass produce a few particular items they happen to go through quickly (Fragmentation Grenades, Stimpacks, Pit Droids strapped with Detonite Charges, etc) or for those who want make a partial living out of repeated Crafting and Selling. For selling preexisting items, see any of the Core books under
Selling and Trading
at the beginning of each Gear and Equipment chapter.